UBOAT
awakeman Nov 11, 2020 @ 6:37am
Bulkheads
Not sure if this has been mentioned before but an option when the alarm is sounded to close all bulk heads would be nice so that if i take damage the whole sub doesnt instantly fill with water would be nice.
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Showing 1-6 of 6 comments
Dewgle Nov 11, 2020 @ 6:48am 
You're not alone!

https://steamcommunity.com/app/494840/discussions/0/1640913421085347014/
https://steamcommunity.com/app/494840/discussions/0/1642041886380150386/
https://steamcommunity.com/app/494840/discussions/0/1630790987578178286/

And my own contribution from a different thread~

Originally posted by McDewgle:
Suggestion:
A button somewhere that lets you seal all hatches on the uboat. Forcing everyone to close the hatch behind them after they pass through the bulkhead to maintain the seal.

Evacuating a compartment does this too but it also kicks everyone out and causes issues with my officers when trying to repair damage inside that compartment.

If an officer completes a repair inside an evacuated compartment he will try to leave the compartment and there's nothing you can do to cancel this animation. You can only order him BACK into the evacuated compartment to continue repairs after he has finished leaving.

An evacuated compartment also stops all functions. For example if you evacuate the stern torpedo room to seal the hatch, the boat will stop dead in the water because there is no one inside operating the electric motors.

A mode that seals all hatches will still allow everyone to do their jobs while the damage is being repaired and water is prevented from flowing into the adjacent compartment.

You can go into first person mode and manually close hatches but the crew will not close it after opening it. Do you live in a barn?! xD

I am also hoping the 'on-board rules' update will also allow crewmen to slow down leaks with their hands, not just officers but that's a separate suggestion.

But I think sealing hatches should make air drop faster or give a debuff to morale to balance things out otherwise players might leave the hatches permanently shut.
Last edited by Dewgle; Nov 11, 2020 @ 6:55am
Originally posted by McDewgle:
You're not alone!

-snip-

But I think sealing hatches should make air drop faster or give a debuff to morale to balance things out otherwise players might leave the hatches permanently shut.

There are already enough gamey handicaps relating to the morale system and overly restrictive officer roles.

Sealing bulkheads should be a thing - gamey limitations should not.
[6thAL]Vol.kaboki Nov 11, 2020 @ 8:38am 
Hope they can implement this even when not under alarm. Like an left click option "keep it closed" just like we have with evacuate compartments option.
Dewgle Nov 11, 2020 @ 2:35pm 
Originally posted by Space Ghost:
There are already enough gamey handicaps relating to the morale system and overly restrictive officer roles.

Sealing bulkheads should be a thing - gamey limitations should not.

Just going to leave this here from another post

Originally posted by McDewgle:
If you hover your mouse over the 'morale' icon on your hud (located near the top). It can provide you with a wealth of information. Using this tooltip is how I discovered that sinking ships briefly increases morale by a substantial margin.

The radioman being unable to play music, and the officers being unable to play cards, and the galley being unable to provide a morale bonus are all by design a part of the game. It would not make sense for the men to be playing cards during such a time, for instance.

A lot of new players express more concern and worry over the morale system than is warranted in my opinion. When morale hits 0% there is an RNG dice roll that happens in the background. This RNG mechanic picks one of your crewmen at random. Then a second RNG dice roll occurs that decides what that crewmen's hidden personality trait will be. Will they be a coward? Will they have a weak heart? Or will they be a stoic sea-wolf.

Regardless of what their personality trait is, it's just not that big of a deal. If they're a coward, you just need to have an officer scold them or choke them out. If they have a heart attack and die before you could resuscitate them, then the problem solves itself and you're only down 1 crewmen. Or lastly, they prove themselves to be stoic. This is what you want to happen.

The morale system is a small, yet simple mechanic that will either kill a crewmen (unless you pay attention and treat them in time) reveal a coward (who can make noise and reveal your position), or reveal a sea wolf.

To me, it's a system that lets you feel more connected to the crew. Every time I return to port I have dismiss the cowards and the weak-hearted and replace them with fresh men who hopefully have a better hidden personality trait.

Eventually after a few months worth of patrols you should have a boat full of stoic sea wolves. And then at that point you never have to worry about morale again.
Delle(DK) Nov 16, 2020 @ 10:59am 
just wanted to add in FPS mode we can right click a door and evacuate a room.. that do help a bit with flooding since people will leave the room and nobody will walk though it again, the same can be done in the 3rd person view in lower corner of a room.. but especialy in fps mode its a rather slow process when things go bad.
Example if you get hunted by destroyers... evacuate the front torpedo room and the gally and the diesel engine room typical its these tree rooms that get damaged.
But experiement a bit with it ;-)
El Rushbo Nov 16, 2020 @ 6:56pm 
I would favor a separate command to seal compartments. That way the men can quickly run forward when diving, then quickly get to battle stations. Then give the order to seal compartments. (I think US boats called it "Rig for depth charge.")
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Date Posted: Nov 11, 2020 @ 6:37am
Posts: 6